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Winter Fantasy Characters (Part 2)

These are the last three of the pregenerated PCs used in my Quest For Pain's Memory adventure I ran at Winter Fantasy 2002.

Same lame excuse for these illustrations as for the other set.



Mezek: Male human Rgr4/Ftr4; Medium-size humanoid (Human); HD 4d10, 4d10; hp 44; Init +8; Spd 30 ft.; AC 23 (touch 15, flat-footed 19); Atk +10/+10/+5 melee (1d6+5, +1 quarterstaff) or +13/+8 melee (1d8/x3, masterwork longbow); SQ favored enemy (goblinoids); AL NG; SV Fort +9, Ref +7, Will +5; Str 14, Dex 18, Con 10, Int 12, Wis 14, Cha 8.
He needs a ranged weapon
    Skills and Feats: Animal Empathy +4, Climb +6, Handle Animal +5, Heal +6, Hide +7, Intuit Direction +3, Jump +4, Knowledge (nature) +4, Listen +4, Move Silently +6, Ride (horse) +13, Search +3, Spot +6, Swim +4, Wilderness Lore +9; Ambidexterity, Dodge, Improved Critical (quarterstaff), Improved Initiative, Mobility, Spring Attack , Track, Two-Weapon Fighting, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
    Favored Enemy: The ranger has selected goblinoids as a favored enemy. He gains a +1 bonus to his Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. He gets the same bonus to weapon damage rolls against creatures of this type. He also gets the damage bonus with ranged weapons if the target is within 30 feet. The bonus doesn't apply to damage against creatures that are immune to critical hits.
    Gear: +3 chain shirt, +1/+1 quarterstaff (double sided), masterwork short bow, 20 arrows, ring of protection +1, amulet of natural armor +1, cloak of resistance +1, gloves of Dexterity +2, potion of cure serious, ring of chill (provides fire resistance 5), potion of delay poison, potion of hiding, masterwork longbow, 20 arrows, 144 gp.
    Ranger Spells Prepared: (1; base DC=12 + spell level):

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    Pjont: Male human Clr8 of Heironeous; Medium-size humanoid (Human); HD 8d8+8; hp 44; Init +1; Spd 20 ft.; AC 23 (touch 11, flat-footed 22); Atk +11/ +6 melee (1d8+4/x3, +1 battleaxe); or +7/+2 melee (1d4+4, +1 dagger); SA turn undead 6/day; AL NG; SV Fort +8, Ref +6, Will +9; Str 17, Dex 12, Con 13, Int 10, Wis 14, Cha 8.
    Skills and Feats: Concentration +12, Heal +8, Intimidate +1, Knowledge (arcana) +2, Spellcraft +2, Use Rope +3, Wilderness Lore +4; Combat Casting, Extra Turning, Lightning Reflexes, Martial Weapon Proficiency (battleaxe), Power Attack , Weapon Focus (battleaxe)
    Gear: +2 chainmail, +2 large steel shield, +1 battleaxe, 2 +1 daggers, amulet of natural armor +1, cloak of resistance +1, gauntlets of ogre power +2, wand of cure  light wounds (21 charges), pearl of power (2nd level), 339 gp.
    Cleric Spells Prepared: (6/6/5/4/3; base DC=12 + spell level):

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    Domains: Good (cast good spells at +1 caster level), War (Martial Weapon Proficiency and Weapon Focus with deity's favored weapon).
 
 
 
 



    Solosa: Female half-elf Drd8; Medium-size humanoid (Half-elf); HD 8d8; hp 36; Init +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 16); Atk +6/+1 melee (1d6/x3, +1 halfspear); or +10/ +5 ranged (1d6-1, masterwork sling with masterwork sling bullet); SQ animal companion (Chaniud, dire wolf), half-elf traits, nature sense, resist nature's lure, trackless step, wild shape (Small, Medium-size, or Large animal 3/day), woodland stride; AL N; SV Fort +8, Ref +4, Will +10; Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 14.
    Skills and Feats: Animal Empathy +6, Concentration +11, Diplomacy +5, Handle Animal +6, Heal +8, Intuit Direction +8, Knowledge (nature) +8, Listen +9, Search +2, Spellcraft +3, Spot +8, Swim +3, Wilderness Lore +10, Alertness, Combat Casting, Great Fortitude
    Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. She can determine whether water is safe to drink or dangerous.
    Resist Nature's Lure: A druid gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).
    Trackless Step: A druid leaves no trail in natural surroundings and cannot be tracked.
    Wild Shape (Sp): The druid can change into a Small, Medium-size, or Large animal and back again 3/day as per the polymorph self spell. Unlike the standard use of the spell, however, the druid may adopt only one form. The druid regains hit points as if she has rested for a day. She does not risk the standard penalty for being disoriented while in her wild shape. She gains all the creature's special abilities when she does so.
    Woodland Stride: The druid may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, throns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.
    Gear: +3 leather armor, +1 halfspear, masterwork sling, 50 masterwork sling bullets, amulet of natural armor +1, periapt of wisdom +2, staff of the woodlands (3 charges remaining; animal friendship, barkskin, speak with animals, or wall of thorns=1 charge, summon nature's ally VI=2 charges), potion of neutralize poison, scroll of cure critical wounds, scroll of rusting grasp, pearl of power (1st-level spell), 414 gp.
Druid Spells Prepared: (6/5/4/4/3; base DC=14 + spell level):

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